mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
There's no existing infrastructure for WGSL yet, so to clean up the shader I'm making do with some simple greps and short-term meticulousness.
This commit is contained in:
@@ -1,8 +1,8 @@
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let NUM_VERTICES_PER_QUAD:i32 = 6; // 2 * 3
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let PI:f32 = 3.14159265359;
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let TWO_PI:f32 = 6.28318530718;
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let SQRT_2:f32 = 1.4142135623730951;
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let SQRT_5:f32 = 2.23606797749979;
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let NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
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let PI : f32 = 3.14159265359;
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let TWO_PI : f32 = 6.28318530718;
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let SQRT_2 : f32 = 1.4142135623730951;
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let SQRT_5 : f32 = 2.23606797749979;
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// Bound resources
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@@ -41,68 +41,68 @@ let SQRT_5:f32 = 2.23606797749979;
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slantVec : vec2<f32>;
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volumetric : i32;
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};
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[[group(0), binding(0)]] var<uniform> config:Config;
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[block]] struct MSDF {
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glyphSequenceLength: i32;
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glyphTextureColumns: i32;
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glyphSequenceLength : i32;
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glyphTextureColumns : i32;
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};
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[[group(0), binding(1)]] var<uniform> msdf:MSDF;
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[[group(0), binding(2)]] var msdfSampler: sampler;
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[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
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[[group(0), binding(1)]] var<uniform> msdf : MSDF;
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[[group(0), binding(2)]] var msdfSampler : sampler;
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[[group(0), binding(3)]] var msdfTexture : texture_2d<f32>;
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[[block]] struct Time {
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seconds:f32;
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frames:i32;
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seconds : f32;
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frames : i32;
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};
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[[group(0), binding(4)]] var<uniform> time:Time;
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[[group(0), binding(4)]] var<uniform> time : Time;
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[[block]] struct Scene {
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screenSize: vec2<f32>;
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camera: mat4x4<f32>;
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transform: mat4x4<f32>;
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screenSize : vec2<f32>;
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camera : mat4x4<f32>;
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transform : mat4x4<f32>;
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};
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[[group(0), binding(5)]] var<uniform> scene:Scene;
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[[group(0), binding(5)]] var<uniform> scene : Scene;
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// Shader params
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struct VertInput {
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[[builtin(vertex_index)]] index:u32;
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[[builtin(vertex_index)]] index : u32;
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};
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struct VertOutput {
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[[builtin(position)]] Position:vec4<f32>;
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[[location(0)]] uv:vec2<f32>;
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[[location(1)]] channel:vec3<f32>;
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[[location(2)]] glyph:vec4<f32>;
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[[builtin(position)]] Position : vec4<f32>;
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[[location(0)]] uv : vec2<f32>;
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[[location(1)]] channel : vec3<f32>;
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[[location(2)]] glyph : vec4<f32>;
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};
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struct FragOutput {
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[[location(0)]] color:vec4<f32>;
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[[location(0)]] color : vec4<f32>;
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};
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// Helper functions for generating randomness, borrowed from elsewhere
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fn randomFloat( uv:vec2<f32> ) -> f32 {
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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let b = 78.233;
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let c = 43758.5453;
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let dt = dot( uv, vec2<f32>( a,b ) );
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let dt = dot( uv, vec2<f32>( a, b ) );
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let sn = dt % PI;
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return fract(sin(sn) * c);
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}
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fn randomVec2( uv:vec2<f32> ) -> vec2<f32> {
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fn randomVec2( uv : vec2<f32> ) -> vec2<f32> {
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return fract(vec2<f32>(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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fn wobble(x:f32) -> f32 {
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fn wobble(x : f32) -> f32 {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// Vertex shader
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[[stage(vertex)]] fn vertMain(input: VertInput) -> VertOutput {
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[[stage(vertex)]] fn vertMain(input : VertInput) -> VertOutput {
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var volumetric = bool(config.volumetric);
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@@ -129,7 +129,7 @@ fn wobble(x:f32) -> f32 {
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var uv = (quadPosition + quadCorner) / quadGridSize;
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// Retrieve the quad's glyph data
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var vGlyph = vec4<f32>(1.0, 0.0, randomFloat(vec2<f32>(quadPosition.x, 1.0)), 0.0); // TODO: texture2D(state, quadPosition / quadGridSize);
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var vGlyph = vec4<f32>(1.0, 0.0, randomFloat(vec2<f32>(quadPosition.x, 1.0)), 0.0); // TODO : texture2D(state, quadPosition / quadGridSize);
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// Calculate the quad's depth
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var quadDepth = 0.0;
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@@ -153,7 +153,7 @@ fn wobble(x:f32) -> f32 {
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vChannel = vec3<f32>(0.0, 1.0, 0.0);
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}
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vChannel = vec3<f32>(1.0); // TODO: remove
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vChannel = vec3<f32>(1.0); // TODO : remove
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// Convert the vertex's world space position to screen space
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var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
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@@ -174,18 +174,18 @@ fn wobble(x:f32) -> f32 {
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// Fragment shader
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fn median3(i:vec3<f32>) -> f32 {
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fn median3(i : vec3<f32>) -> f32 {
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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}
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fn getSymbolUV(glyphCycle:f32) -> vec2<f32> {
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fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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var symbol = i32(f32(msdf.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % msdf.glyphTextureColumns;
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var symbolY = symbol / msdf.glyphTextureColumns;
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return vec2<f32>(f32(symbolX), f32(symbolY));
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}
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[[stage(fragment)]] fn fragMain(input: VertOutput) -> FragOutput {
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[[stage(fragment)]] fn fragMain(input : VertOutput) -> FragOutput {
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var volumetric = bool(config.volumetric);
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var uv = input.uv;
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@@ -210,13 +210,13 @@ fn getSymbolUV(glyphCycle:f32) -> vec2<f32> {
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}
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// Retrieve values from the data texture
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var glyph:vec4<f32>;
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var glyph : vec4<f32>;
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if (volumetric) {
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glyph = input.glyph;
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} else {
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glyph = vec4<f32>(1.0); // TODO: texture2D(state, uv);
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glyph = vec4<f32>(1.0); // TODO : texture2D(state, uv);
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}
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glyph = input.glyph; // TODO: remove
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glyph = input.glyph; // TODO : remove
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var brightness = glyph.r;
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var symbolUV = getSymbolUV(glyph.g);
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var quadDepth = glyph.b;
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@@ -235,12 +235,12 @@ fn getSymbolUV(glyphCycle:f32) -> vec2<f32> {
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glyphUV = glyphUV + 0.5;
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var msdfUV = (glyphUV + symbolUV) / f32(msdf.glyphTextureColumns);
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// MSDF: calculate brightness of fragment based on distance to shape
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// MSDF : calculate brightness of fragment based on distance to shape
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var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
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var sigDist = median3(dist) - 0.5;
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var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
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var output:FragOutput;
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var output : FragOutput;
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if (bool(config.showComputationTexture)) {
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output.color = vec4<f32>(glyph.rgb * alpha, 1.0);
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